Monday, January 3, 2011

General Rules: Monsters - Hedgehog

Hedgehog (from Tome & Blood)
Diminutive Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +0
Speed: 15 feet
Armor Class: 17 (+4 size, +1 Dexterity, +2 natural); touch 15, flat-footed 16
BAB/Grapple: +0/-16
Attack: Bite +5 melee (1d3-4, bludgeoning, piercing and slashing, 20 x2)
Full Attack: Bite +5 melee (1d3-4, bludgeoning, piercing and slashing, 20 x2)
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +3, Will +1
Abilities: Str 3, Int 2, Wis 12, Dex 12, Con 10, Cha 5
Skills: Hide +17, Listen +7, Spot +7
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Any land
Organization: Solitary
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Hedgehogs are easily recognized by their spines. Hedgehogs can roll into a tight ball in self-defense, causing all of the spines to point outwards.

Hedgehogs usually try to avoid combat, but if they cannot escape, will roll into a defensive ball to ward off attackers.

Defensive Ball (Ex): The hedgehog can roll up as a standard action, granting a +2 circumstance modifier on Armor Class and saving throws. The hedgehog can unroll as a free action.

Poison (Ex): When in a defensive ball, its spines poison foes touching the hedgehog. Fortitude save DC 10 negates; initial and secondary damage 1d2 temporary Dexterity. The save DC is Constitution-based.

Hedgehogs as Familiars
Hedgehogs can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with hedgehog familiars gain a +1 bonus to natural armor. Hedgehogs are suitable familiars for Tiny spellcasters.

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